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Searched refs:sceneNode (Results 1 – 4 of 4) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/
Dgfx_AnimGroup.h74 Builder& SetSceneNode(SceneNode* sceneNode) { m_SceneNode = sceneNode; return *this; } in SetSceneNode() argument
283 SceneNode* sceneNode,
Dgfx_SceneContext.h1198 void PushAnimatableNode(SceneNode* sceneNode) in PushAnimatableNode() argument
1200 if (sceneNode->GetAnimBinding() != NULL) in PushAnimatableNode()
1202 bool isPushed = m_AnimatableNodes.push_back(sceneNode); in PushAnimatableNode()
1215 bool TryPushAnimatableNode(SceneNode* sceneNode) in TryPushAnimatableNode() argument
1218 if (sceneNode->GetAnimBinding() != NULL) in TryPushAnimatableNode()
1220 isPushed = m_AnimatableNodes.push_back(sceneNode); in TryPushAnimatableNode()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_AnimGroup.cpp91 SceneNode* sceneNode, in AnimGroup() argument
95 m_SceneNode(sceneNode), in AnimGroup()
Dgfx_SceneBuilder.cpp524 SceneNode* sceneNode = ut::DynamicCast<SceneNode*>(object); in BuildSceneObject() local
527 if (sceneNode != NULL && isRecursive) in BuildSceneObject()
529 BuildChildren(NULL, NULL, sceneNode, resource, allocator, deviceAllocator, false); in BuildSceneObject()